uniform highp float percentComplete; const highp float fadeFalloffExp = 8.0; void fragment() { // Higher exponent -> stronger blinding effect highp float remaining = -pow(percentComplete, fadeFalloffExp) + 1.0; // Two ghost textures that spin around the character highp vec4 tex1 = zTexture(vec2(UV.x + (0.02) * sin(TIME * 3.0), UV.y + (0.02) * cos(TIME * 3.0))); highp vec4 tex2 = zTexture(vec2(UV.x + (0.01) * sin(TIME * 2.0), UV.y + (0.01) * cos(TIME * 2.0))); highp vec4 textureMix = mix(tex1, tex2, 0.5); // Gradually mixes between the texture mix and a full-white texture, causing the "blinding" effect highp vec4 mixed = mix(vec4(0.0, 0.0, 0.0, 1.0), textureMix, percentComplete); COLOR = vec4(mixed.rgb, remaining); }